mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 04:01:31 +00:00
WIP wall UVs for levelmesh
This commit is contained in:
parent
3d90a4a2c9
commit
2fdad6e380
2 changed files with 72 additions and 14 deletions
|
@ -824,12 +824,21 @@ void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
|
|||
surf.startVertIndex = MeshVertices.Size();
|
||||
surf.numVerts = 4;
|
||||
surf.bSky = false;
|
||||
MeshVertices.Push(verts[0]);
|
||||
MeshVertices.Push(verts[1]);
|
||||
MeshVertices.Push(verts[2]);
|
||||
MeshVertices.Push(verts[3]);
|
||||
|
||||
surf.plane = ToPlane(verts[0], verts[1], verts[2], verts[3]);
|
||||
|
||||
if (side->linedef->sidedef[0] != side)
|
||||
{
|
||||
surf.plane = -surf.plane;
|
||||
surf.plane.W = -surf.plane.W;
|
||||
}
|
||||
|
||||
auto offset = surf.plane.XYZ() * 0.05; // for better accuracy when raytracing mid-textures from each side
|
||||
|
||||
MeshVertices.Push(verts[0] + offset);
|
||||
MeshVertices.Push(verts[1] + offset);
|
||||
MeshVertices.Push(verts[2] + offset);
|
||||
MeshVertices.Push(verts[3] + offset);
|
||||
|
||||
surf.Type = ST_MIDDLESIDE;
|
||||
surf.typeIndex = typeIndex;
|
||||
surf.sampleDimension = side->textures[side_t::mid].LightmapSampleDistance;
|
||||
|
@ -1496,15 +1505,35 @@ void DoomLevelMesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMapTex
|
|||
// hw_flats.cpp
|
||||
VSMatrix GetPlaneTextureRotationMatrix(FGameTexture* gltexture, const sector_t* sector, int plane);
|
||||
|
||||
// hw_walls.cpp
|
||||
void GetTexCoordInfo(FGameTexture* tex, FTexCoordInfo* tci, side_t* side, int texpos);
|
||||
|
||||
void DoomLevelMesh::CreateSurfaceTextureUVs(FLevelLocals& doomMap)
|
||||
{
|
||||
auto toUv = [](const DoomLevelMeshSurface* targetSurface, FVector3 vert) {
|
||||
FVector3 localPos = vert - targetSurface->translateWorldToLocal;
|
||||
|
||||
float u = (1.0f + (localPos | targetSurface->projLocalToU)) / (targetSurface->texWidth + 2);
|
||||
float v = (1.0f + (localPos | targetSurface->projLocalToV)) / (targetSurface->texHeight + 2);
|
||||
return FVector2(u, v);
|
||||
|
||||
return FVector2(u, 1.0f - v);
|
||||
};
|
||||
|
||||
auto texPosition = [](LevelMeshSurfaceType surfaceType) {
|
||||
switch (surfaceType)
|
||||
{
|
||||
case ST_UPPERSIDE:
|
||||
return side_t::top;
|
||||
case ST_LOWERSIDE:
|
||||
return side_t::bottom;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return side_t::mid;
|
||||
};
|
||||
|
||||
FTexCoordInfo tci;
|
||||
|
||||
for (auto& surface : Surfaces)
|
||||
{
|
||||
if (surface.texture.isValid())
|
||||
|
@ -1514,9 +1543,6 @@ void DoomLevelMesh::CreateSurfaceTextureUVs(FLevelLocals& doomMap)
|
|||
|
||||
const auto gtxt = TexMan.GetGameTexture(surface.texture);
|
||||
|
||||
const auto w = gtxt->GetDisplayWidth();
|
||||
const auto h = gtxt->GetDisplayHeight();
|
||||
|
||||
if (surface.Type == ST_FLOOR || surface.Type == ST_CEILING)
|
||||
{
|
||||
auto ceiling = surface.Type == ST_FLOOR ? sector_t::floor : sector_t::ceiling;
|
||||
|
@ -1529,10 +1555,42 @@ void DoomLevelMesh::CreateSurfaceTextureUVs(FLevelLocals& doomMap)
|
|||
}
|
||||
else
|
||||
{
|
||||
uvs[0] = FVector2(0, 1); //toUv(&surface, verts[0] - verts[0]);
|
||||
uvs[1] = FVector2(1, 1); //toUv(&surface, verts[0] - verts[0]);
|
||||
uvs[2] = FVector2(0, 0); //toUv(&surface, verts[0] - verts[0]);
|
||||
uvs[3] = FVector2(1, 0); //toUv(&surface, verts[0] - verts[0]);
|
||||
const auto w = gtxt->GetDisplayWidth();
|
||||
const auto h = gtxt->GetDisplayHeight();
|
||||
|
||||
FVector3 relativeVerts[4];
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
{
|
||||
relativeVerts[i] = verts[i] - verts[0];
|
||||
|
||||
uvs[i] = toUv(&surface, verts[i]);
|
||||
}
|
||||
|
||||
// shift the uv based on the surface type and anchor
|
||||
/*const*/ auto* side = &doomMap.sides[surface.typeIndex];
|
||||
const auto* line = side->linedef;
|
||||
const auto* sector = side->sector;
|
||||
const auto* otherSector = line->frontsector == sector ? line->backsector : line->frontsector;
|
||||
|
||||
float anchorZ = 0.f;
|
||||
float anchorU = 0.f;
|
||||
|
||||
GetTexCoordInfo(gtxt, &tci, side, texPosition(surface.Type));
|
||||
|
||||
// Lastly, offsets are applied
|
||||
|
||||
const float sideHeight = max(relativeVerts[1].Z, max(relativeVerts[1].Z, relativeVerts[2].Z)) - min(relativeVerts[1].Z, min(relativeVerts[1].Z, relativeVerts[2].Z));
|
||||
|
||||
auto a = line->v2->fPos() - line->v1->fPos();
|
||||
for (int i = 0; i < 4; ++i)
|
||||
{
|
||||
uvs[i].X = tci.FloatToTexU(uvs[i].X * a.Length() + side->textures[side_t::mid].xOffset);
|
||||
uvs[i].Y = tci.FloatToTexV(uvs[i].Y * sideHeight + side->textures[side_t::mid].yOffset);
|
||||
//uvs[i].Y = tci.FloatToTexU(0);
|
||||
//uvs[i].X = uvs[i].X * repeatsU + anchorU / w;
|
||||
//uvs[i].Y = uvs[i].Y * repeatsV + anchorZ / h;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1219,7 +1219,7 @@ void HWWall::CheckTexturePosition(FTexCoordInfo *tci)
|
|||
}
|
||||
|
||||
|
||||
static void GetTexCoordInfo(FGameTexture *tex, FTexCoordInfo *tci, side_t *side, int texpos)
|
||||
void GetTexCoordInfo(FGameTexture *tex, FTexCoordInfo *tci, side_t *side, int texpos)
|
||||
{
|
||||
tci->GetFromTexture(tex, (float)side->GetTextureXScale(texpos), (float)side->GetTextureYScale(texpos), !!(side->GetLevel()->flags3 & LEVEL3_FORCEWORLDPANNING));
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue